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Messages - Matti

#1161
If you click the inventory the item width and height variables are right at the top of the panel to the right.
#1162
Quote from: anian on Tue 28/09/2010 08:13:33
Wait is this for a MAGS game? So you're basically getting feedback on how to improve backgrounds for your game...isn't that kind of cheating a tad?

No:

Quote from: mode7 on Mon 20/09/2010 13:58:51
Anyway before I do a tutorial or do any more of these artworks, I have to finish up my mags game. Just took a day off to do something different for a change.
#1163
Man, I'm too tired, sorry.  ::)

Quote from: dahui58 on Mon 27/09/2010 12:36:11
function iWire_Interact()
{
player.ActiveInventory == iWire ;
}

But I get a "parse error" at player

You get the error because the "==" should be a single "="!
#1164
You get a parse error because it should look like this:

Code: ags

function iWire_Interact()
{
  if (player.ActiveInventory == iWire){
    // post your code here
  }
}


The ActiveInventory is whichever item you've selected.
#1165
Thanks, Andail. I was going to but too lazy to point these things out.

Also,

Quote from: Phemar on Wed 22/09/2010 08:18:14
I think they should make the whole military illegal...

Indeed. Wouldn't that solve the problem and end the stupid discussion?  :D
#1166
The style of the sprite fits the BGs perfectly I think, but the walkcycle definitely needs to be polished. Like chicky said, he seems to lean backwards and he doesn't stretch his legs which looks very odd.

But you got a nice style there!
#1167
Haha, this made me literally laugh out loud, not bad.
#1168
Sorry if I repeat things.. couldn't be bothered to go through all the comments.

Quote from: Ryan Timothy on Mon 20/09/2010 19:07:03
Anyway, with a background like this, I'd probably just go with the moose head, the sign (if you could write something other than him just rereading what can already be read), the portrait, possibly the helmet and the books on the background table. And that's pretty much all I would personally do.

That's the least you should do.

Quote
Mostly I would only add hotspots to the items that aren't foreground items, and mostly only to items that actually have a purpose in the game or an interesting response. Basically what everyone else has suggested.

Hotspots shouldn't be added to items that actually have a purpose but rather to items that could have a purpose. And to all things that stand out too.

I would go with something like this. I'm not sure about the chair, sword and spears, I guess I would like to have a response on these too.



Too many hotspots can be annoying, but too few hotspots too. At least everything the player immediately wants to check out should have a hotspot. And everything that could have a purpose or seems to fit to an inventory item should too.
#1170
Quote from: Mark Borg on Thu 09/09/2010 13:51:13
I use the latest IE wioth windows 7 so I'm not sure if its a browser based problem but any help would be appreciated...I know...I feel stupid for asking.

Don't feel stupid for the question - feel stupid for using the IE....

Sorry, can't help you, haven't finished a game yet  ;)
#1171
Why do you want to unzip an exe file ??
#1172
It's exactly what you meant:

Code: ags

function oApple_UseInv() {
  if (cEgo.ActiveInventory == iStick) {
    player.AddInventory(iApple);
    oApple.Visible=false;
  }
}
#1173
Like this:

Code: ags

function oOBJECTNAME_UseInv()
{

}


BUT you don't have to write that yourself. Just go the object's events pane to the right and select "Use inventory on object" .. then the section above will be created automatically.

Tip: Do the tutorial  ;)
#1174
Also, the {} aren't necessary at all:

Code: ags

function cLuna_Look(){
   if (player == cEgo) cEgo.Say ("You're beautiful, Luna.");
}
#1175
Quote from: Andail on Sun 05/09/2010 17:48:12
If it's a comedy, the title is pure gold, if it's actually a horror game you might want to change it...

Seconded!

#1176
I'm afraid it was me avoiding the AI player. But seriously: Of course you can block. Here is another video, with some more blocking.

We also replaced the last screenshot (spiders!).
#1177
Bump!

We've replaced the dummies with real sprites (who still need to be polished though) and added sound. Watch our new video!

#1178
It was a bit too fast for me to follow everything but it's an interesting game!
#1179
Quote from: Dualnames on Tue 31/08/2010 10:11:46
On a second note, the man concept art, is kind of wrong too. His hands make him appear a little feminine.

Well, both characters have very small hands ans rather short arms too. Also, I think I've seen them before, but that's perhaps just my imagination...

As for the forest background: It doesn't really look like a forest at all but rather like grassland that is filled with random objects (trees, rocks etc). Despite the fact that grass doesn't grow beneath trees in a forest (due to a lack of light), you should really try to make the crossing from tree to grass much smoother - by adding roots, rocks, bushes etc. The 'cut' as it is right now makes the whole bg look way to artificial.. a bit like a men-made maze.
#1180
The Rumpus Room / Re: Happy Birthday Thread!
Sat 28/08/2010 20:55:39
Happy one, Olle.

I'm still in need for enough time to check out Jimmy t.T.
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